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wbNifScanner.pas
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wbNifScanner.pas
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{*******************************************************************************
The contents of this file are subject to the Mozilla Public License
Version 1.1 (the "License"); you may not use this file except in
compliance with the License. You may obtain a copy of the License at
http://www.mozilla.org/MPL/
Software distributed under the License is distributed on an "AS IS"
basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the
License for the specific language governing rights and limitations
under the License.
*******************************************************************************}
unit wbNifScanner;
{$I wbDefines.inc}
interface
uses
SysUtils,
Classes;
function NifBlockList(aNifData: TBytes; aBlocks: TStrings): Boolean;
function NifTextures(aNifData: TBytes; aTextures: TStrings): Boolean;
function NifTexturesUVRange(aNifData: TBytes; UVRange: Single; aTextures: TStrings): Boolean;
implementation
type
TNodeRef = Integer;
TNiFlags = ShortInt;
TNiFloat = Single;
TNiVector3 = packed record
X, Y, Z: TNiFloat;
end;
TNiMatrix33 = array [0..2, 0..2] of TNiFloat;
TNiColor4 = packed record
R, G, B, A: TNiFloat;
end;
TNiTexCoord = packed record
X, Y: TNiFloat;
end;
TNiFile = class;
TBaseNiNode = class
protected
NiFile: TNiFile;
data: TBinaryReader;
// read string terminated by $0A
function ReadLineString: string;
// read null terminated string, 1 byte prefix with length including null
function ReadShortString: string;
// read string with 4 byte prefix
function ReadSizedString: string;
// read string or string by index
function ReadString: string;
public
Index: Integer;
Name: string;
constructor Create(aNiFile: TNiFile; aIndex: Integer); virtual;
destructor Destroy; override;
procedure Load(aStream: TStream); virtual;
end;
TNiHeader = class(TBaseNiNode)
public
Version: Cardinal;
UserVersion, UserVersion2: Cardinal;
Endianness: Byte;
Creator, ExportInfo1, ExportInfo2: string;
NodeCount: Integer;
NodeTypes: array of string;
NodeTypeIndex: array of word;
NodeSizes: array of Cardinal;
NodeStrings: array of string;
NodeOffsets: array of integer;
constructor Create(aNiFile: TNiFile; aIndex: Integer); override;
procedure Load(aStream: TStream); override;
end;
TNodeNiNode = class(TBaseNiNode)
public
procedure Load(aStream: TStream); override;
end;
TNodeBSFadeNode = class(TBaseNiNode)
public
procedure Load(aStream: TStream); override;
end;
TNodeBSShaderTextureSet = class(TBaseNiNode)
public
Textures: array of string;
procedure Load(aStream: TStream); override;
end;
TNodeBSLightingShaderProperty = class(TBaseNiNode)
public
SkyrimShaderType: Cardinal;
ExtraData: array of TNodeRef;
Controller: TNodeRef;
ShaderFlags1: Cardinal;
ShaderFlags2: Cardinal;
UVOffset: TNiTexCoord;
UVScale: TNiTexCoord;
TextureSet: TNodeRef;
procedure Load(aStream: TStream); override;
end;
TNodeBSEffectShaderProperty = class(TBaseNiNode)
public
SourceTexture: string;
GreyScaleTexture: string;
procedure Load(aStream: TStream); override;
end;
TNodeNiTriShape = class(TBaseNiNode)
public
ExtraData: array of TNodeRef;
Controller: TNodeRef;
Flags: TNiFlags;
UnknownShort1: word;
Translation: TNiVector3;
Rotation: TNiMatrix33;
Scale: TNiFloat;
Properties: array of TNodeRef;
CollisionObject: TNodeRef;
ShapeData: TNodeRef;
SkinInstance: TNodeRef;
MaterialName: array of string;
MaterialExtraData: array of integer;
ActiveMaterial: integer;
DirtyFlag: Boolean;
BSProperties: array of TNodeRef;
procedure Load(aStream: TStream); override;
end;
TNodeNiTriShapeData = class(TBaseNiNode)
public
NumVertices: word;
KeepFlags: Byte;
CompressFlags: Byte;
HasVertices: Boolean;
Vertices: array of TNiVector3;
BSNumUVSets: word;
SkyrimMaterial: Cardinal;
HasNormals: Boolean;
Normals: array of TNiVector3;
Tangents: array of TNiVector3;
Bitangents: array of TNiVector3;
Center: TNiVector3;
Radius: TNiFloat;
HasVertexColors: Boolean;
VertexColors: array of TNiColor4;
UVSets: array of array of TNiTexCoord;
procedure Load(aStream: TStream); override;
end;
TNodeNiTriStrips = class(TNodeNiTriShape)
public
procedure Load(aStream: TStream); override;
end;
TNiFile = class
public
Header: TNiHeader;
Nodes: array of TBaseNiNode;
constructor Create;
destructor Destroy; override;
procedure Load(aStream: TStream);
function GetNode(aRef: TNodeRef): TBaseNiNode;
end;
//===========================================================================
function TBaseNiNode.ReadLineString: string;
var
c: Char;
begin
Result := '';
repeat
c := Char(data.ReadByte);
if c <> #$0A then
Result := Result + c;
until c = #$0A;
end;
//===========================================================================
function TBaseNiNode.ReadShortString: string;
var
i: byte;
begin
i := data.ReadByte;
if i > 0 then begin
Result := TEncoding.ASCII.GetString(data.ReadBytes(i - 1));
data.ReadByte; // skip null
end else
Result := '';
end;
//===========================================================================
function TBaseNiNode.ReadSizedString: string;
var
i: integer;
begin
i := data.ReadInt32;
if i > 4000 then
raise Exception.Create('Probably invalid Nif file, SizedString length > 1000');
Result := TEncoding.ASCII.GetString(data.ReadBytes(i));
end;
//===========================================================================
function TBaseNiNode.ReadString: string;
var
i: Integer;
begin
// string is an index into strings table if version >= 20.1.0.3
if NiFile.Header.Version >= $14010003 then begin
i := data.ReadInt32;
if i <> -1 then
Result := NiFile.Header.NodeStrings[i]
else
Result := '';
end else
Result := ReadSizedString;
end;
//===========================================================================
procedure TBaseNiNode.Load(aStream: TStream);
begin
if not Assigned(aStream) then
raise Exception.Create('Invalid data stream');
data := TBinaryReader.Create(aStream);
end;
//===========================================================================
constructor TBaseNiNode.Create(aNiFile: TNiFile; aIndex: Integer);
begin
NiFile := aNiFile;
Index := aIndex;
end;
//===========================================================================
destructor TBaseNiNode.Destroy;
begin
if Assigned(data) then
data.Free;
end;
//===========================================================================
constructor TNiHeader.Create(aNiFile: TNiFile; aIndex: Integer);
begin
inherited;
end;
//===========================================================================
procedure TNiHeader.Load(aStream: TStream);
const
NifMagic = 'Gamebryo File Format';
var
i, j, n: Cardinal;
begin
inherited;
if TEncoding.ASCII.GetString(data.ReadBytes(Length(NifMagic))) <> NifMagic then
raise Exception.Create('Invalid nif file signature');
// skip the rest of header
ReadLineString;
// Version, Skyrim is $14020007
Version := data.ReadUInt32;
if Version < $14000000 then
raise Exception.Create('Unsupported Nif file version');
// Endianness
if Version >= $14000004 then
Endianness := data.ReadByte;
// User version
UserVersion := data.ReadUInt32;
// Number of nodes
NodeCount := data.ReadInt32;
if NodeCount > 5000 then
raise Exception.Create('Probably invalid Nif file, NifNumBlocks > 5000');
// User version 2
UserVersion2 := data.ReadUInt32;
// Export Info \ Creator
Creator := ReadShortString;
// Export Info \ Export Info 1
ReadShortString;
// Export Info \ Export Info 2
ReadShortString;
// Num Block Types
n := data.ReadUInt16;
if n > 1000 then
raise Exception.Create('Probably invalid Nif file, NifNumBlockTypes > 1000');
if n > 0 then begin
SetLength(NodeTypes, n);
for i := Low(NodeTypes) to High(NodeTypes) do
NodeTypes[i] := ReadSizedString;
end;
// block type index
SetLength(NodeTypeIndex, NodeCount);
for i := Low(NodeTypeIndex) to High(NodeTypeIndex) do
NodeTypeIndex[i] := data.ReadUInt16;
// Block sizes
if Version >= $14020007 then begin
SetLength(NodeSizes, NodeCount);
for i := Low(NodeSizes) to High(NodeSizes) do
NodeSizes[i] := data.ReadUInt32;
end;
// Oblivion meshes
if Length(NodeSizes) = 0 then
//raise Exception.Create('Unsupported Nif version, no block sizes data');
Exit;
// strings in header
if Version >= $14010003 then begin
n := data.ReadUInt32;
data.ReadUInt32; // skip max string length
if n > 0 then begin
SetLength(NodeStrings, n);
for i := Low(NodeStrings) to High(NodeStrings) do
NodeStrings[i] := ReadSizedString;
end;
end;
data.ReadUInt32; // skip Unknown Int 2
// calculate blocks offsets
SetLength(NodeOffsets, NodeCount);
j := aStream.Position;
for i := Low(NodeOffsets) to High(NodeOffsets) do begin
NodeOffsets[i] := j;
j := j + NodeSizes[i];
end;
end;
//===========================================================================
procedure TNodeNiNode.Load(aStream: TStream);
begin
inherited;
Name := ReadString;
end;
//===========================================================================
procedure TNodeBSFadeNode.Load(aStream: TStream);
begin
inherited;
Name := ReadString;
end;
//===========================================================================
procedure TNodeBSShaderTextureSet.Load(aStream: TStream);
var
i, n: Cardinal;
begin
inherited;
n := data.ReadUInt32;
SetLength(Textures, n);
for i := Low(Textures) to High(Textures) do
Textures[i] := ReadSizedString;
end;
//===========================================================================
procedure TNodeBSLightingShaderProperty.Load(aStream: TStream);
var
i, n: Cardinal;
begin
inherited;
SkyrimShaderType := data.ReadUInt32;
Name := ReadString;
n := data.ReadUInt32; // Num Extra Data List
if n > 0 then begin
SetLength(ExtraData, n);
for i := Low(ExtraData) to High(ExtraData) do
ExtraData[i] := data.ReadInt32;
end;
Controller := data.ReadInt32;
if NiFile.Header.UserVersion = 12 then begin
ShaderFlags1 := data.ReadInt32;
ShaderFlags2 := data.ReadInt32;
end;
aStream.Read(UVOffset, SizeOf(UVOffset));
aStream.Read(UVScale, SizeOf(UVScale));
TextureSet := data.ReadInt32;
// don't need the rest
end;
//===========================================================================
procedure TNodeBSEffectShaderProperty.Load(aStream: TStream);
var
n: Cardinal;
begin
inherited;
Name := ReadString;
n := data.ReadUInt32; // Num Extra Data List
data.ReadBytes(SizeOf(Integer) * n); // Extra Data List
data.ReadInt32; // Controller
data.ReadInt32; // Shader Flags 1
data.ReadInt32; // Shader Flags 2
data.ReadBytes(8); // UV Offset
data.ReadBytes(8); // UV Scale
SourceTexture := ReadSizedString;
data.ReadInt32; // Texture clamp mode
data.ReadBytes(SizeOf(Single) * 10); // different falloff and emissive data
GreyScaleTexture := ReadSizedString;
end;
//===========================================================================
procedure TNodeNiTriShape.Load(aStream: TStream);
var
i, n: Cardinal;
begin
inherited;
Name := ReadString;
n := data.ReadUInt32; // Num Extra Data List
if n > 0 then begin
SetLength(ExtraData, n);
for i := Low(ExtraData) to High(ExtraData) do
ExtraData[i] := data.ReadInt32;
end;
Controller := data.ReadInt32;
Flags := data.ReadUInt16;
if (NiFile.Header.Version >= $14020007) and (NiFile.Header.UserVersion >= 11) and (NiFile.Header.UserVersion2 >= 26) then
UnknownShort1 := data.ReadUInt16;
aStream.Read(Translation, SizeOf(Translation));
aStream.Read(Rotation, SizeOf(Rotation));
Scale := data.ReadSingle;
if (NiFile.Header.Version < $14020007) or (NiFile.Header.UserVersion <= 11) then begin
n := data.ReadUInt32; // Num Properties
if n > 0 then begin
SetLength(Properties, n);
for i := Low(Properties) to High(Properties) do
Properties[i] := data.ReadInt32;
end;
end;
CollisionObject := data.ReadInt32;
ShapeData := data.ReadInt32;
SkinInstance := data.ReadInt32;
if NiFile.Header.Version >= $14020007 then begin
n := data.ReadUInt32; // Num Materials
if n > 0 then begin
SetLength(MaterialName, n);
for i := Low(MaterialName) to High(MaterialName) do
MaterialName[i] := ReadString;
SetLength(MaterialExtraData, n);
for i := Low(MaterialExtraData) to High(MaterialExtraData) do
MaterialExtraData[i] := data.ReadInt32;
end;
ActiveMaterial := data.ReadInt32;
DirtyFlag := data.ReadBoolean;
SetLength(BSProperties, 2);
for i := Low(BSProperties) to High(BSProperties) do
BSProperties[i] := data.ReadInt32;
end;
end;
//===========================================================================
procedure TNodeNiTriShapeData.Load(aStream: TStream);
var
i, n: Cardinal;
begin
inherited;
data.ReadInt32;
NumVertices := data.ReadUInt16;
KeepFlags := data.ReadByte;
CompressFlags := data.ReadByte;
HasVertices := data.ReadBoolean;
if HasVertices then begin
SetLength(Vertices, NumVertices);
aStream.Read(Vertices[0], SizeOf(TNiVector3) * NumVertices);
end;
if (NiFile.Header.Version >= $14020007) and (NiFile.Header.UserVersion >= 11) then
BSNumUVSets := data.ReadUInt16;
if (NiFile.Header.Version >= $14020007) and (NiFile.Header.UserVersion = 12) then
SkyrimMaterial := data.ReadUInt32;
HasNormals := data.ReadBoolean;
if HasNormals then begin
SetLength(Normals, NumVertices);
aStream.Read(Normals[0], SizeOf(TNiVector3) * NumVertices);
if BSNumUVSets and 1 <> 0 then begin
SetLength(Tangents, NumVertices);
aStream.Read(Tangents[0], SizeOf(TNiVector3) * NumVertices);
end;
if BSNumUVSets and 4096 <> 0 then begin
SetLength(Bitangents, NumVertices);
aStream.Read(Bitangents[0], SizeOf(TNiVector3) * NumVertices);
end;
end;
aStream.Read(Center, SizeOf(Center));
Radius := data.ReadSingle;
HasVertexColors := data.ReadBoolean;
if HasVertexColors then begin
SetLength(VertexColors, NumVertices);
aStream.Read(VertexColors[0], SizeOf(TNiColor4) * NumVertices);
end;
// number of uv sets
n := BSNumUVSets and 1;
if n > 0 then begin
SetLength(UVSets, n);
for i := Low(UVSets) to High(UVSets) do begin
SetLength(UVSets[i], NumVertices);
aStream.Read(UVSets[i][0], SizeOf(TNiTexCoord) * NumVertices);
end;
end;
// don't need the rest
end;
//===========================================================================
procedure TNodeNiTriStrips.Load(aStream: TStream);
begin
// same as NiTriShape loader
inherited;
end;
//===========================================================================
constructor TNiFile.Create;
begin
//
end;
//===========================================================================
destructor TNiFile.Destroy;
var
i: integer;
begin
Header.Free;
if Length(Nodes) > 0 then
for i := Low(Nodes) to High(Nodes) do
if Assigned(Nodes[i]) then
Nodes[i].Free;
end;
//===========================================================================
function TNiFile.GetNode(aRef: TNodeRef): TBaseNiNode;
var
i: integer;
begin
Result := nil;
for i := Low(Nodes) to High(Nodes) do
if Assigned(Nodes[i]) and (Nodes[i].Index = aRef) then begin
Result := Nodes[i];
Break;
end;
end;
//===========================================================================
procedure TNiFile.Load(aStream: TStream);
var
i: integer;
NodeType: string;
begin
Header := TNiHeader.Create(Self, Low(Integer));
Header.Load(aStream);
if Length(Header.NodeSizes) = 0 then
Exit;
SetLength(Nodes, Header.NodeCount);
for i := Low(Nodes) to High(Nodes) do begin
NodeType := Header.NodeTypes[Header.NodeTypeIndex[i]];
aStream.Position := Header.NodeOffsets[i];
if NodeType = 'NiNode' then
Nodes[i] := TNodeNiNode.Create(Self, i)
else if NodeType = 'NiTriShape' then
Nodes[i] := TNodeNiTriShape.Create(Self, i)
else if NodeType = 'NiTriShapeData' then
Nodes[i] := TNodeNiTriShapeData.Create(Self, i)
else if NodeType = 'NiTriStrips' then
Nodes[i] := TNodeNiTriStrips.Create(Self, i)
else if NodeType = 'BSFadeNode' then
Nodes[i] := TNodeBSFadeNode.Create(Self, i)
else if NodeType = 'BSShaderTextureSet' then
Nodes[i] := TNodeBSShaderTextureSet.Create(Self, i)
else if NodeType = 'BSLightingShaderProperty' then
Nodes[i] := TNodeBSLightingShaderProperty.Create(Self, i)
else if NodeType = 'BSEffectShaderProperty' then
Nodes[i] := TNodeBSEffectShaderProperty.Create(Self, i)
else
Nodes[i] := TBaseNiNode.Create(Self, i);
if Assigned(Nodes[i]) then
Nodes[i].Load(aStream);
end;
end;
//===========================================================================
procedure StringsRemoveEmptyAndTrim(sl: TStrings);
var
i: integer;
s: string;
begin
// remove empty lines, trim others
for i := Pred(sl.Count) downto 0 do begin
s := Trim(sl[i]);
if s = '' then
sl.Delete(i)
else
sl[i] := s;
end;
end;
//===========================================================================
// Get the list of all blocks: index, name and type
function NifBlockList(aNifData: TBytes; aBlocks: TStrings): Boolean;
var
bs: TBytesStream;
nif: TNiFile;
n: TBaseNiNode;
i: integer;
begin
Result := False;
if Assigned(aBlocks) then
aBlocks.Clear
else
Exit;
bs := TBytesStream.Create(aNifData);
nif := TNiFile.Create;
try
nif.Load(bs);
for i := Low(nif.Nodes) to High(nif.Nodes) do begin
n := nif.Nodes[i];
if not Assigned(n) then
Continue;
aBlocks.AddObject(n.Name + '=' + nif.Header.NodeTypes[nif.Header.NodeTypeIndex[i]], Pointer(n.Index));
end;
StringsRemoveEmptyAndTrim(aBlocks);
Result := True;
finally
nif.Free;
bs.Free;
end;
end;
//===========================================================================
// Get the list of all textures from Nif data into aTextures
// from all nif nodes that can contain texture file names
function NifTextures(aNifData: TBytes; aTextures: TStrings): Boolean;
var
bs: TBytesStream;
nif: TNiFile;
n: TBaseNiNode;
i, j: integer;
begin
Result := False;
if Assigned(aTextures) then
aTextures.Clear
else
Exit;
bs := TBytesStream.Create(aNifData);
nif := TNiFile.Create;
try
nif.Load(bs);
for i := Low(nif.Nodes) to High(nif.Nodes) do begin
n := nif.Nodes[i];
if not Assigned(n) then
Continue;
if n is TNodeBSShaderTextureSet then begin
for j := Low(TNodeBSShaderTextureSet(n).Textures) to High(TNodeBSShaderTextureSet(n).Textures) do
aTextures.AddObject(TNodeBSShaderTextureSet(n).Textures[j], Pointer(j));
end
else if n is TNodeBSEffectShaderProperty then begin
aTextures.Add(TNodeBSEffectShaderProperty(n).SourceTexture);
aTextures.Add(TNodeBSEffectShaderProperty(n).GreyScaleTexture);
end;
end;
StringsRemoveEmptyAndTrim(aTextures);
Result := True;
finally
nif.Free;
bs.Free;
end;
end;
//===========================================================================
// Get the list of textures within UV range from Nif data into aTextures
function NifTexturesUVRange(aNifData: TBytes; UVRange: Single; aTextures: TStrings): Boolean;
var
bs: TBytesStream;
nif: TNiFile;
n: TBaseNiNode;
TriShape: TNodeNiTriShape;
TriShapeData: TNodeNiTriShapeData;
BSShader: TNodeBSLightingShaderProperty;
BSTexture: TNodeBSShaderTextureSet;
i, j, k: integer;
tiled: Boolean;
begin
Result := False;
if Assigned(aTextures) then
aTextures.Clear
else
Exit;
bs := TBytesStream.Create(aNifData);
nif := TNiFile.Create;
try
nif.Load(bs);
for i := Low(nif.Nodes) to High(nif.Nodes) do begin
n := nif.Nodes[i];
if not Assigned(n) then
Continue;
if n is TNodeNiTriShape then begin
TriShape := TNodeNiTriShape(n);
TriShapeData := TNodeNiTriShapeData(nif.GetNode(TriShape.ShapeData));
if not Assigned(TriShapeData) then
Continue;
if Length(TriShape.BSProperties) = 0 then
Continue;
// check UVs
if (TriShapeData.NumVertices = 0) or (Length(TriShapeData.UVSets) = 0) then
Continue;
tiled := False;
for j := Low(TriShapeData.UVSets) to High(TriShapeData.UVSets) do
if not tiled then
for k := Low(TriShapeData.UVSets[j]) to High(TriShapeData.UVSets[j]) do
if (TriShapeData.UVSets[j][k].X < -UVRange) or
(TriShapeData.UVSets[j][k].X > UVRange) or
(TriShapeData.UVSets[j][k].Y < -UVRange) or
(TriShapeData.UVSets[j][k].Y > UVRange)
then begin
tiled := True;
Break;
end;
// skip tiled textures
if tiled then
Continue;
BSShader := nil;
for j := Low(TriShape.BSProperties) to High(TriShape.BSProperties) do begin
n := nif.GetNode(TriShape.BSProperties[j]);
if n is TNodeBSLightingShaderProperty then begin
BSShader := TNodeBSLightingShaderProperty(n);
Break;
end;
end;
if not Assigned(BSShader) then
Continue;
n := nif.GetNode(BSShader.TextureSet);
if n is TNodeBSShaderTextureSet then begin
BSTexture := TNodeBSShaderTextureSet(n);
if Length(BSTexture.Textures) > 0 then
for j := Low(BSTexture.Textures) to High(BSTexture.Textures) do
aTextures.AddObject(BSTexture.Textures[j], Pointer(j));
end;
end;
end;
StringsRemoveEmptyAndTrim(aTextures);
Result := True;
finally
nif.Free;
bs.Free;
end;
end;
end.